How Does Early Feedback in an Online Programming Course Change Problem Solving?

2012 ◽  
Vol 40 (4) ◽  
pp. 371-379 ◽  
Author(s):  
Alireza Ebrahimi

How does early feedback change the programming problem solving in an online environment and help students choose correct approaches? This study was conducted in a sample of students learning programming in an online course entitled Introduction to C++ and OOP (Object Oriented Programming) using the ANGEL learning management system platform. My overall observations on teaching online introductory programming courses for 7 years (2005–2012) convinced me that online students try various ways to solve a problem. I found that some of the students' problem solving approaches generated the correct output but are not straightforward and thus difficult to understand. However, some of the solutions were innovative, challenging, and unique but gave an early impression that they were wrong (before a little investigation). The students apparently used trial-and-error in conjunction with their own logic to get to the correct output. The lack of communication and weak dissemination of information between instructor and students have caused a major problem in selecting a right problem solving approach. In this study, three problem sets are taken from the course text and are discussed in module 1 and module 2 of the term. The problems were to compute the salary of an employee with a given input such as number of hours worked and the hourly rate. In order to learn progressively, students were asked to program an employee's gross pay, net pay with a fixed tax rate, net pay with a variable tax rate, marital status, and overtime pay. The course communication was mainly through discussion boards between students and instructor, e-mails, instructor announcements, and the area where the assignment was to be submitted. In addition, students could call the instructor's cell phone to seek assistance in clarifying programming problems. The present study will show the effectiveness of early feedback in helping students to develop the right programs. Early and consistent feedback to students increases the awareness of potential errors and avoidance of having students choose a wrong path. However, there was an undesirable side effect in giving early feedback which resulted in limiting possible student-innovation. Early feedback seems to have inhibited the creativity of innovative students and thus to have skewed such students radically toward the classroom main stream.

2019 ◽  
Vol 21 (1) ◽  
pp. 52-64 ◽  
Author(s):  
Khalid Al-Tahat

Learning programming can be challenging, particularly object-oriented programming (OOP). However, using visualization could be useful in enhancing students' learning OOP concepts. In this study, the impact of using a 3D visual programming tool – Alice 2 – on student performance and attitude was explored in an introductory computer programming course using Java. Research participants were undergraduate computing students at Arab Open University – Jordan branch. Quasi-experimental design was adopted in this research, where two groups of students were chosen. The findings of this research showed that using Alice has positively impacted on students' performance and attitude towards computer programming and learning OOP concepts. The study suggests the incorporation of Alice in teaching introductory programming courses.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Murtaza Faruquee ◽  
Antony Paulraj ◽  
Chandra Ade Irawan

PurposeThe purpose of this study is to investigate the role that communication, trust and digital transformation can play in the relationship between joint problem-solving and supply chain resilience. More specifically, the authors try to examine the possibility of digital transformation as a replacement for trust within a joint problem-solving context.Design/methodology/approachA survey instrument was developed and administrated to manufacturing firms within the United Kingdom and the United States. Based on data collected from 291 senior managers, multiple linear regressions were conducted through a customized process model to test the proposed hypotheses.FindingsThe results point to the actual impact of digital transformation being far more complicated than the initial benefits that it appears to bring within a supply chain. Thus, technology is only effective when applied within the right context. The authors showcase that the trio of digital transformation, trust and joint problem-solving can be highly valuable to establish supply chain resilience and that further investigation on the interrelationships between these concepts is warranted.Practical implicationsManufacturing firms that aim to adopt new technologies should not consider advanced digital technologies as an alternative to trust. While digital transformation can improve resource sharing and integration, governance mechanisms–such as trust–will remain the cornerstones of strategic supplier relationships. Therefore, supply chain partners must strive to achieve a balance between trust and the right type of digital technology.Originality/valueThis study contributes to the growing literature focusing on the role that digital transformation can play in developing supply chain capabilities. It adds an early empirical insight on the role of technology and governance in joint problem-solving and supply chain resilience.


2019 ◽  
Vol 3 (1) ◽  
pp. 1-8
Author(s):  
Salmi Halen ◽  
Lufri Lufri ◽  
Dwi Hilda Putri

The implementation of the 2013 Curriculum is to create a creative and innovative person. One of the right approaches is Problem Solving. Circulatory system material is the material that suits the problem solving approach. Less varied teaching materials will make the learning process becomes monotonous so that learners are not interested to learn. Therefore, a research aimed to produce problem-based solving module with mind map of circulatory system material for students of class VIII SMP.This research is a development research using development procedure from Plomp with three stages: initial investigation stage, development stage or prototype, and assessment phase. The object of this research is problem solving module minded mind map, and the subject of research is teachers and learners SMPN 15 Padang.Validity results obtained an average of 86.46% with valid criteria. The results of small group practice test (small group) obtained an average of 100% very practical category. Modular practicality test obtained an average result of 83.33% with practical category, while learners of 79.32% with practical category. It can be concluded that problem solving module with mind map about circulation system material for students of class VIII SMP has been valid and practical.


Author(s):  
Wire Bagye

One of the materials in the English Language course is listening, namely the skill of hearing the pronunciation of English sentences. Learning listening must use native speaker or recording material so that the pronunciation is heard according to the original. If you use the course participants as a sound source, there is a high probability of mistakes in the pronunciation of words or sentences. Then an application is needed to help with course activities as tutors or native speakers in giving correct English pronunciation. In this research, English Pronunciation Application was built using the Greenfoot Application with the object oriented programming concept. This application is to help pronoun learning that can output audio when the object clicked. The development method uses SDLC, application modeling uses UML and testing using Black-box testing. The English pronunciation application is compiled into a .jar file so that it can be run on a computer with a Windows operating system that has JDK installed. The test results show that this English learning application can replace tutors, produce the right audio, and can replace native speakers. This can be seen from the results of the questionnaire showing 82%.


2018 ◽  
Vol 1 (1) ◽  
pp. 25
Author(s):  
Wire Bagye ◽  
Yuliana Yuliana

Arrobbany English Courses is an institutions which have only a single manager and tutor in guiding 67 students consisting of students from primary and secondary school level. In teaching and learning tutor often have difficulty in establishing a nice environment for some students would rather play than on learning. This causes the limited learning topic that can be delivered to students tutor each meeting. Therefore, it needs the right solution and does not incur costs to add a tutor or a native speaker, using a medium of learning. One of the media to learn the most widely used today is the computer as a proven way to speed up the delivery of learning topic and increase student interest. In this study Aplikasi Pembelajaran Bahasa Ingris is built to help tutor show the right pronoun to the students. Sound of pronoun will sounded  when the picture clicked. There are seven learning menus in this application. Application development using Greenfoot with object-oriented programming concepts. Method development using SDLC, UML design and testing method using the Black-box testing. English Language Learning application is compiled into .jar extensions which can be run on the Windows operating system which have been installed JDK. Based on testing to 23 students indicates that the Aplikasi Pembelajaran Bahasa Ingris is exciting, produce the proper sound, and can replace the native speaker. The result of the assessment shows that average percentage are more than 82%.


2018 ◽  
Vol 2 (2b) ◽  
pp. 30-36
Author(s):  
Misyana Misyana ◽  
Indah Mayasari

ABSTRAK   Pada abad 21 dimana masyarakat sudah menggunakan teknologi, layak kalau anak-anak usia dini juga dipersiapkan untuk memiliki kemampuan yang lebih baik, utamanya di kemampuan berpikir. Sudah saatnya anak diberikan kegiatan yang lebih menantang dan menggunakan strategi yang tepat sehingga kemampuan anak benar-benar dapat meningkat lebih baik. Salah satu upaya untuk meningkatkan kemampuan berpikir kritis anak melalui bermain sains, salah satu permainan yang disukai anak yaitu bermain balon. Strategi  yang dipergunakan untuk meningkatkan kemampuan anak, pemecahan masalah (problem solving) dan penemuan terbimbing (Guided Discovery). Masalah yang akan dipecahkan pada tindakan ini adalah bagaimana permainan sains dapat meningkatkan kemampuan berpikir kritis anak, pada kelompok A (4-5 tahun) di Laboratorium Paud Yasmin Jember tahun ajaran 2018/2019. Adapun jenis penelitian yang dilakukan peneliti  adalah tindakan kelas, metode pengumpulan data yang digunakan dalam penelitian kali ini peneliti sebagai guru dan guru sebagai observer, wawancara dan dokumentasi. Data yang dikumpulkan berupa aktivitas anak selama kegiatan bermain sains, hasil wawancara dengan anak dan guru kelompok A. Berdasarkan hasil penelitian dapat disimpulkan bahwa bermain sains dapat meningkatkan keterampilan berpikir kritis secara signivikan. Secara klasikal dari 15 anak terdapat 13 anak yang berkembang kemampuan berpikir kritisnya secara individual dan 2 anak yang belum berkembang. Diketahui perkembangan kemampuan berpikir kritis anak secara klasikal yang diperoleh 86,66% yang berarti perkembangan kemampuan berpikir kritis anak kelompok A secara klasikal tercapai.   Kata Kunci: berfikir kritis, bermain sains, PAUD.   ABSTRACT   In the 21st century where people have used technology, it is feasible that early childhood are also prepared to have better abilities, especially being able to think. It's time for children to be given more challenging activities and use the right strategies, and the children ability can really improve better. One of the efforts to improve children's critical thinking skills through playing science, one of the games that children love is playing balloons. Strategies used to improve children's ability, problem solving and guided discovery. The problem that will be solved in this action is how the game of science can improve children's critical thinking skills, in group A (4-5 years) in the Laboratory of Paud Yasmin Jember 2018/2019 academic year. The type of lecturers conducted is class action lectures, data collection methods used in this lecture are observation, interviews and documentation. Data collected in the form of children activities during science playing activities, results of interviews with children and teacher of group A. Based on the results of lecturers, it can be concluded that playing science can improve critical thinking skills in a significant way. Classically from 15 children there are 13 children who develop their critical thinking skills, and 2 children are undeveloped. It is known that the development of children critical thinking abilities classically is 86.66% which means that the development of children critical thinking abilities in group A is classically achieved.   Keywords: Critical thinking, science games, PAUD.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Yogesh Brahmankar ◽  
Madhura Bedarkar ◽  
Mahima Mishra

Purpose The purpose of this study is to understand the challenges faced by the higher educational institutes in imparting entrepreneurial education during the COVID-19 pandemic and to explore the institutional response to handle the difficulties posed by COVID-19 through innovative educational initiatives. Design/methodology/approach To understand the challenges faced, data was collected from entrepreneurship students and entrepreneurship educators through focus group discussions. The study followed Kitzinger (1995) as data was analyzed in its entirety as a group and then individually. Groups and individuals were the focus of the analysis. The study applies the Kepner Trego problem analysis technique (KPTA) as the problem-solving technique adopted by the institute and SAP-LAP (situation, actor, process, learning, action, performance) to discuss the findings of the study. Findings The study found that to engage, encourage and enable students to study on their start-up/business ideas; it is important to facilitate peer interactions, internships in start-ups and meaningful engagement with alumni entrepreneurs. Some proactive interventions are also expected from institutes to energize the student community with positivity. It is also important to nurture the emotional well-being of budding entrepreneurs. Research limitations/implications The case study narrates the innovative and agile problem-solving approach of the business school during the pandemic. KPTA focuses more on appreciative dialogue and also helps to replicate the best from other situations to the problem areas. SAP-LAP method also helps practitioners to initiate the right new actions with targeted performance. Practical implications As a greater number of academic institutions impart entrepreneurship education today, the findings of the study would be relevant to the stakeholders, including students, educators and institutes. Social implications The study underpins the importance of the emotional well-being of entrepreneurs/student entrepreneurs and an innovative approach to keep the student moral high during such a challenging situation. Originality/value It is an ongoing exercise at a business school where the challenges were identified, analyzed and solutions were implemented using a structured methodology such as focused group discussions, KPTA and SAPLAP. The innovative initiatives not only engaged the student well but also were able to ensure their emotional well-being.


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